(07-22-2014 08:48 AM)ArpiNatoR Wrote: hello guys, i have tested patapon3 with this new adamn build 1710 but it dont works anyomre, but with the previous build 1780 ( i dont know why it was called with higher numbers ) it works but when u start a level all players can use the same charather, u can see 4 palyers but all use the frist player and the game wasn't not sincronised so monsters die in diffenent period.
Have a nice day.

Well i did said that build could cause some games to be broken just to show you that soul calibur worked (and other games that was having issue in seeing other player might have similar issue with soul calibur)

After discussing it with [Unknown] the matching thread probably need to be running as a thread on PSP side (emulated) instead of thread on PPSSPP side (real thread),
i think jpcsp is also using thread on PSP side (faking the thread)

But i don't know how to create a fake thread like that on PPSSPP (or know if PPSSPP can do that like jpcsp did)
Currently the matching thread is executing the callback in any random PSP thread

Code:

(3:25:32 PM) [Unknown]: but I still think, ultimately, it's likely these funcs are actually meant to run on some other thread
(3:25:41 PM) [Unknown]: by thread I mean, emulated thread
(3:25:45 PM) [Unknown]: not host real thread
(3:26:01 PM) _AdamN_: yeah, i think jpcsp is creating these thread on psps side
(3:26:09 PM) [Unknown]: the above will make them run on random threads
(3:26:20 PM) [Unknown]: whichever happens to be active when the event handler triggers
(3:26:48 PM) ector: maybe we should create fake PSP network threads, like idle0/1, on which to run these
(3:27:22 PM) [Unknown]: I think so
(3:27:23 PM) [Unknown]: actually
(3:27:36 PM) [Unknown]: I did some work on allocating memory for sceUtilityLoadModule()
(3:27:43 PM) [Unknown]: getting a lot closer to correct memory usage
(3:27:54 PM) [Unknown]: but sceNetInit() is supposed to eat another chunk and create like 3 threads
(3:28:00 PM) [Unknown]: which should eat user memory for their stacks
(3:28:16 PM) [Unknown]: also fixed up dependencies for sceUtilityLoadModule()
(3:28:29 PM) [Unknown]: but want to wait until after 0.9.9

I guess i'll need to wait for 0.9.9 before i can fix multiplayer on these games properly, for the mean time i might check patapon 3

IMPORTANT: After the host created the game/lobby/room you have to join really fast (button mashing!) you have maybe a 3 second time frame to join

PS: @AdamN If you have a PayPal Account i would gladly donate something to you ! Because you fixed Tekken 5 DR <3

Join the EVOLVE PPSSPP Ad-Hoc Multiplayer Party ! My Evolve ID: Crashday | Group ID: PPSSPP Ad-Hoc Multiplayer | If you want me to test a Game for AdHoc Multiplayer or need help with it feel free to message me

(07-22-2014 03:46 PM)xCrashdayx Wrote: Well here we go again Build used

Need for Speed Most Wanted 5-1-0WORKING

Fifa Street 2WORKING

Soul Calibur Broken DestinyWORKING

Full Metal Alchemist BrotherhoodWORKING

Hellboy Science of EvilWORKING

Tekken 5 DRWORKING

IMPORTANT: After the host created the game/lobby/room you have to join really fast (button mashing!) you have maybe a 3 second time frame to join

PS: @AdamN If you have a PayPal Account i would gladly donate something to you ! Because you fixed Tekken 5 DR <3

Yep, it will get invalid address and causing freezing/black screen if you stay in lobby too long,
wait for the "fake" PSP thread implementation for a proper fix (it will makes many adhoc games to work)
Actually i was able to make soul calibur stable even if staying in lobby for a long time by using a certain value for the callback cycles, but that value seems to cause issue with other games, so i decided not to use it anymore.

But nice to see many games became working

PS: i do have paypal but i'm doing it just for my own curiousity about multiplayer implementation on various emulators ^_^
if you wanted to donate you can donate to the official PPSSPP project for making this emulator

(07-22-2014 04:28 PM)Mugetzu Wrote: @AdamN The Kingdom Hearts BBS even still can not start any rounds

so close but so far T_T

here the log console (that is repeated endlessly when you try to start the round)

PS: Awesome progress in the others games like Metal Gear Peace walker!

The log didn't shows any adhoc issue, but those error could be related to the Adhoc Matching callback issue, and i'll need to wait for the "fake" PSP thread implementation to be able to make the callback work properly

PS: I dont know why but this screen right here puts a smile on my face (85.000 Mb)

Join the EVOLVE PPSSPP Ad-Hoc Multiplayer Party ! My Evolve ID: Crashday | Group ID: PPSSPP Ad-Hoc Multiplayer | If you want me to test a Game for AdHoc Multiplayer or need help with it feel free to message me

Hi im new on the forum not on ppsspp emulator and i need to someone test power stone 2 adhoc with me or without me.
Thanks to all people in the forum specially devolopers.
send me a message if i can help on something